lipstick's Forum Posts

  • 9 posts
  • Or try cocoon.io with Cordova export?

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  • Now if you follow the 2nd link and forward the video to 5:55 then you will see that the person opens a new comand through the android SDK folder. I can't find this folder at all on my laptop and I don't know whether it is because the software i downloaded looks to be a updated version of the one they downloaded so perhaps it is stores elsewhere. Please could you direct me as to what i'm meant to do?

    In my computer ZipAlign is here:

    C:\Eclipse\sdk\build-tools\22.0.1\zipalign

  • It was a quick fix (I hope so).

    In first image function block the image was not selected.

    I added a condition, and now it works:

    Pick image where image.id = tokenat(f.param(0),2," | ")

  • When I was making a prototype, I have found an error.

    If you have 2 characters on the screen, and change the mood of one character, the program changes both of them to the same.

    In this case I inserted 'image | carl_suspicious | 1' to your example, and I got two suspicious Carls.

    anchor | scene2
    background | scene2
    image | carl_happy | 1 | xleft | ybot
    image | steve_happy | 2 | xright | ybot
      text | s | Awesome!
      move | 2 | xmid |  | 1 | skip
    image | carl_suspicious | 1
      text | c | You did it! Your decision-making is unparalleled.
      move | 1 | xright |  | 2 | wait
      sfx | yeah
      choice | success | 1 | Go back to the main menu. | xmid | ymid
    image | clear | 1
    image | clear | 2
    goto | start[/code:3p81wu29]
  • Can I use your engine to make a picture novel?

    It is for kids, with teddy bears and some other plushes.

  • Hi Intel team, I have two small issues with the Intel XDK. Both right next to each other:

    Under Launch Icons and Splash Screens, whenever I come back to an existing project (either from another project in Intel XDK, or if I close and re-open the XDK), the launch icons always reset to blank, and I have to manually assign each icon before building.

    Also, I cannot find a way to remove a splash screen that I no longer want. I can change them, but I can't outright remove them.

    Any idea what I can do to address either or both issues? Thanks!

    [attachment=0:5j40ytw4][/attachment:5j40ytw4]

    I think it is a bug in version 1494 as it fails to save correct icon information in <gamename>.xdk config file in your source directory.

    Just change content of your xdk file from this:

              {
                "relPath": "icon_36.png",
                "density": "ldpi",
                "height": 36,
                "width": 36
              },[/code:5j40ytw4]
    To this:
    
    [code:5j40ytw4]          {
                "relPath": "icon_36.png",
                "density": "ldpi",
                "height": 36,
                "width": 36,
                "orientation": "portrait"
              },
              {
                "relPath": "icon_36.png",
                "density": "ldpi",
                "height": 36,
                "width": 36,
                "orientation": "landscape"
              },[/code:5j40ytw4]
    
    And it works perfect!
  • I added product checking (Has purchased ...) to On successful purchase condition and now it works properly.

    But some very IMPORTANT thing if you test purchases in Visual Studio: in WindowsStoreProxy.xml you should set IsTrial tag to false and ExpirationDate to a future date. Otherwise as your app is handled as a trial version you cannot buy products, and Has purchased condition returns always with false, even after a successful purchase.

  • Ashley, I think the problem is that when you go into first function of requestProductPurchaseAsync promise, it doesn't mean that you successfully purchased the product. This is from c2runtime.js:

    		this.currentApp["requestProductPurchaseAsync"](productid_, false).then(
    			function () {
    				console.log("[Construct 2] Product '" + productid_ + "' purchased OK");
    				self.runtime.trigger(cr.plugins_.win8.prototype.cnds.OnPurchaseSuccess, self);
    			},
    			function (msg) {
    				console.log("[Construct 2] Product '" + productid_ + "' purchase failed: " + msg);
    				self.runtime.trigger(cr.plugins_.win8.prototype.cnds.OnPurchaseFail, self);
    			});[/code:78nu9hdd]
    
    But it should be checked if you got correct licence as described on msdn help:
    (article: Enable in-app purchases from your app (Windows Store apps using JavaScript and HTML))
    
    [code:78nu9hdd]function buyFeature1() {
        if (!licenseInformation.productLicenses.lookup("featureName").isActive)
        {
            // The customer doesn't own this feature, so 
            // show the purchase dialog.
    								
            // note: currentApp is a reference to CurrentAppSimulator from a previous declaration
            currentApp.requestProductPurchaseAsync("featureName", false).then(
                function () {
                    //Check the license state to determine if the in-app purchase was successful.
                }, 
                function () {
                    // The in-app purchase was not completed because 
                    // there was an error.
                });
        } [/code:78nu9hdd]
    
    I think as the first function is invoked when user presses Cancel on Purchase window (it is not an error) the app handles this as a successful purchase (we talk about in-store app not test mode).
    Could this be the reason behind that working we reported above?
  • I have the same problem with product purchase.

    It works fine when you are in test mode in Visual Studio, but in store version (test mode set to 'no' of course) it detects a successful purchase when you just cancel product purchase window (win8.1).

  • 9 posts